<!DOCTYPE html>
<html lang="en">

<head>
    <meta charset="UTF-8">
    <meta name="viewport" content="width=device-width, initial-scale=1.0">
    <title>Document</title>
    <style>
        * {
            margin: 0;
            padding: 0;
        }
    </style>
</head>

<body>
    <canvas id="canvas"></canvas>
</body>
<script id="ColorVertexShader" type="x-shader/x-vertex">
    attribute vec4 a_Position;
    uniform float u_PointSize;
    uniform mat4 u_ModelM4;
    uniform mat4 u_PvM4;
    void main(){
        gl_Position = u_PvM4 * u_ModelM4 * a_Position;
        gl_PointSize = u_PointSize;
    }
</script>
<script id="ColorFragmentShader" type="x-shader/x-fragment">
    precision mediump float;
    uniform vec4 u_Color;
    void main(){
        gl_FragColor = u_Color;
    }
</script>
<script type="module">
    import { Matrix4, Vector3, Color, OrthographicCamera, PerspectiveCamera, Spherical, Ray } from '../js/three.module.js';
    import { CreateProgram, imgPromise } from '../js/Utils.js';
    import lib from '../js/ThreeLib.js';
    import CameraController from '../js/CameraController.js'
    import Poly from '../js/Poly4.js'

    import Geo from '../js/Poly/Geo.js'
    import Mat from '../js/Poly/Mat.js'
    import Obj3D from '../js/Poly/Obj3D.js'
    import Scene from '../js/Poly/Scene.js'



    //#region gl
    const canvas = document.getElementById("canvas");
    canvas.width = window.innerWidth;
    canvas.height = window.innerHeight - 4;

    const gl = canvas.getContext("webgl", { antialias: true, });

    // gl.enable(gl.DEPTH_TEST);//开始背景遮挡会频闪
    gl.enable(gl.BLEND);
    gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
    gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true);//去图片描边
    //#endregion


    let program = CreateProgram(gl,
        document.querySelector('#ColorVertexShader').innerText,
        document.querySelector('#ColorFragmentShader').innerText);


    const scene = new Scene({ gl: gl });

    const pvM4 = new Matrix4();
    const modelM4 = new Matrix4();

    const nodeLength = 0.5;
    const nodeArr = [
        -nodeLength, nodeLength,
        -nodeLength, -nodeLength,
        nodeLength, -nodeLength,
        nodeLength, nodeLength,
    ];

    const elementArr = [
        0, 1, 2,
        0, 2, 3,
    ];


    let obj01 = new Obj3D({
        geo: new Geo({
            data: {
                'a_Position': { size: 2, array: new Float32Array(nodeArr) },
            },
            element: {
                array: new Uint8Array(elementArr)
            }
        }),
        mat: new Mat({
            program: program,
            mode: ['TRIANGLES'],
            data: {
                'u_PvM4': { type: 'uniformMatrix4fv', value: pvM4.elements },
                'u_ModelM4': { type: 'uniformMatrix4fv', value: modelM4.elements },
                'u_PointSize': { type: 'uniform1f', value: 30 },
                'u_Color': { type: 'uniform4fv', value: [1, 1, 1, 1] },
            },
        }),
    });
    // scene.add(obj01);

    scene.draw();


    // 视点E
    let E = new Vector3(-2, 3, 2);
    //点A
    let A = new Vector3(2.5, 1, -2.5);
    let B = new Vector3(2, 1, -2);

    // 法向量
    let n = new Vector3(2, 1, -2).sub(new Vector3(2, 2, -2));

    // console.log(n)
    // console.log(A.clone().sub(B).dot(n))

    //点M
    let M = new Vector3(1.5, 1, 1.5);

    //法向MA
    let MA = M.clone().sub(A);
    //方向v
    let v = M.clone().sub(E).normalize();
    console.log(v)


    let z1 = (A.clone().sub(E)).dot(n);
    let z2 = v.clone().dot(n);
    let z3 = z1 / z2;
    let z4 = new Vector3(v.x * z3, v.y * z3, v.z * z3).add(E);

    console.log(z4)




    const ray = new Ray(E).lookAt(M)
    console.log(ray.direction)

</script>

</html>